==== Meshes: 1 - Mesh 'Cube' vtx:8 face:6 loop:24 edge:12 - 0 4 6 2 3 ... 3 5 4 0 1 - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, 1.000) - (1.000, 1.000, -1.000) - (1.000, -1.000, 1.000) ... - (-1.000, 1.000, -1.000) - (-1.000, -1.000, 1.000) - (-1.000, -1.000, -1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 1 - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.625, 0.500) - (0.875, 0.500) - (0.875, 0.750) ... - (0.625, 0.250) - (0.625, 0.500) - (0.375, 0.500) - 1 materials - 'Material' ==== Objects: 3 - Obj 'Camera' CAMERA data:'Camera' - pos 7.359, -6.926, 4.958 - rot 1.109, 0.000, 0.815 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 0.000, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Light' LIGHT data:'Light' - pos 4.076, 1.005, 5.904 - rot 0.650, 0.055, 1.866 (XYZ) - scl 1.000, 1.000, 1.000 ==== Cameras: 1 - Cam 'Camera' PERSP lens:50.0 MILLIMETERS near:0.100 far:100.0 orthosize:7.3 - fov 0.691 (h 0.691 v 0.471) - sensor 36.0x24.0 shift 0.000,0.000 ==== Lights: 1 - Light 'Light' POINT col:(1.000, 1.000, 1.000) energy:1000.000 ==== Materials: 1 - Mat 'Material' - base color (0.800, 0.800, 0.800) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.500 - viewport diffuse (0.800, 0.800, 0.800, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 0.500 - backface False probe True shadow False